def __init__(self, world, parent, color, pos, dir, size, density, unglueThreshold=None, shatterLimit=None, shatterThreshold=None): GameObject.__init__(self, world) if unglueThreshold == None: unglueThreshold = 20 if shatterLimit == None: shatterLimit = 0 if shatterThreshold == None: shatterThreshold = 30 self.size = size self.density = density self.dir = dir self.parent = parent self.color = color = makeVec4Color(color) self.node = parent.attachNewNode("") self.node.setPos(*pos) self.node.setColorScale(color) self.node.setScale(*size) self.node.lookAt(self.node, *dir) self.model = loader.loadModel("models/box.egg") self.model.reparentTo(self.node) self.model.setScale(2.0) self.model.setPos(-1.0, -1.0, -1.0) self.applyTexture() self.mass = OdeMass() self.mass.setBox(density, Vec3(*size) * 2) self.body = OdeBody(world.world) self.body.setMass(self.mass) self.body.setPosition(self.node.getPos()) self.body.setQuaternion(self.node.getQuat()) self.body.setData(self) self.geom = OdeBoxGeom(world.space, Vec3(*size) * 2.0) self.geom.setBody(self.body) world.space.setSurfaceType(self.geom, world.surfaces["box"]) # Adjust collision bitmasks. self.geom.setCategoryBits(GameObject.bitmaskBox) self.geom.setCollideBits(GameObject.bitmaskAll & ~GameObject.bitmaskTileGlued) # Tile, cement and shatter variables. self.tiles = [] self.cements = [] self.disableCount = 0 self.unglueThreshold = unglueThreshold self.shatterLimit = shatterLimit self.shatterThreshold = shatterThreshold
def __init__(self, world, parent, color, pos, dir, radius, density, posParent=None): GameObject.__init__(self, world) self.color = makeVec4Color(color) self.scale = radius self.collisionCount = 0 diameter = 2 * radius length = 1.815 * diameter self.node = parent.attachNewNode("") if posParent == None: self.node.setPos(*pos) else: self.node.setPos(posParent, *pos) self.node.setColorScale(self.color) self.node.setTransparency(TransparencyAttrib.MAlpha) self.node.setScale(radius) self.node.lookAt(self.node, *dir) self.node.setHpr(self.node.getHpr() + Vec3(0, 270, 0)) self.model = loader.loadModel("models/bullet.egg") self.model.reparentTo(self.node) self.model.setPos(-0.1, -0.1, 0.15) self.model.setScale(0.4) self.mass = OdeMass() self.mass.setCylinder(density, 3, radius, length) self.body = OdeBody(world.world) self.body.setMass(self.mass) self.body.setPosition(self.node.getPos()) self.body.setQuaternion(self.node.getQuat()) self.body.setData(self) self.body.setGravityMode(False) self.geom = OdeCylinderGeom(world.space, radius, length) self.geom.setBody(self.body) world.space.setSurfaceType(self.geom, world.surfaces["bullet"]) # Adjust collision bitmasks. self.geom.setCategoryBits(GameObject.bitmaskBullet) self.geom.setCollideBits(GameObject.bitmaskAll & ~GameObject.bitmaskCharacter) # Keep the bullet hidden for a split second so it doesn't appear too close to the camera. self.node.hide() taskMgr.doMethodLater(0.1, self.showTask, 'show-bullet')